The IOs of Game Netcode
I’ve done a lot of coding over the years and learnt a substantial amount, either through reading tutorials, looking at examples, trial and error, reverse engineering, etc. So I’ve come to think I have a wealth of knowledge regarding the subject these days.
For a long time I’ve been thinking that I’d like to give back in some way. So after some thought on what I could share I’ve come to realise that nearly all of the games and other projects I have worked on have networking implemented in some form or other, and for the most part, this has all been developed from the ground up with very little library use (you can take this as good or bad, probably a bit of both). Also, it hasn’t just been the same type of networking. Infact, it ranges all the way from XML serialisation to binary serialisation, and everything in between.
Now, I don’t consider myself a guru on the subject, but I’d like to think that I have an advanced level of knowledge on it. So, I’ve decided to create a series of posts based on my experience on game netcode development and what I think is the best way of implementing game netcode as well as the issues that I ran into that led me to think this way. Hopefully, some of the game devs out there will find what I will be sharing useful and maybe beneficial to their current projects!
I’ve decided to call the series The Ins and Outs of Game Netcode or shortened The IOs of Game Netcode. Now remember, these are my opinions based on my experiences, so don’t take it as fact. I don’t think there is a single right way to do it, but I’ll be sharing what works for me and how I do it.
This introduction post will also serve as a contents page (with links) for the series. So stay tuned 🙂